// webgl/webgl_geometry_extrude_shapes2.js
import {document,window,requestAnimationFrame,cancelAnimationFrame,Event,core,performance} from 'dhtml-weixin';
import * as THREE from '../three/Three.js';

import Stats from './jsm/libs/stats.module.js';

import { OrbitControls } from './jsm/controls/OrbitControls.js';
var requestId
Page({
	   
         onUnload() {
	   		cancelAnimationFrame(requestId, this.canvas)
this.worker && this.worker.terminate()
		setTimeout(() => {
			if (this.renderer instanceof THREE.WebGLRenderer) {
				this.renderer.dispose()
				this.renderer.forceContextLoss()
				this.renderer.context = null
				this.renderer.domElement = null
				this.renderer = null
			}
		}, 0)
	},
         webgl_touch(e) {
        const web_e = Event.fix(e)
        //window.dispatchEvent(web_e)
        //document.dispatchEvent(web_e)
        this.canvas.dispatchEvent(web_e)
    },
async onLoad() {
        const canvas3d = this.canvas =await document.createElementAsync("canvas","webgl")
var that = this
        
			function d3threeD( exports ) {

				const DEGS_TO_RADS = Math.PI / 180;
				const DIGIT_0 = 48, DIGIT_9 = 57, COMMA = 44, SPACE = 32, PERIOD = 46, MINUS = 45;

				exports.transformSVGPath = function transformSVGPath( pathStr ) {

					const path = new THREE.ShapePath();

					let idx = 1, activeCmd,
						x = 0, y = 0, nx = 0, ny = 0, firstX = null, firstY = null,
						x1 = 0, x2 = 0, y1 = 0, y2 = 0,
						rx = 0, ry = 0, xar = 0, laf = 0, sf = 0, cx, cy;

					const len = pathStr.length;

					function eatNum() {

						let sidx, c, isFloat = false, s;

						// eat delims

						while ( idx < len ) {

							c = pathStr.charCodeAt( idx );

							if ( c !== COMMA && c !== SPACE ) break;

							idx ++;

						}

						if ( c === MINUS ) {

							sidx = idx ++;

						} else {

							sidx = idx;

						}

						// eat number

						while ( idx < len ) {

							c = pathStr.charCodeAt( idx );

							if ( DIGIT_0 <= c && c <= DIGIT_9 ) {

								idx ++;
								continue;

							} else if ( c === PERIOD ) {

								idx ++;
								isFloat = true;
								continue;

							}

							s = pathStr.substring( sidx, idx );
							return isFloat ? parseFloat( s ) : parseInt( s );

						}

						s = pathStr.substring( sidx );
						return isFloat ? parseFloat( s ) : parseInt( s );

					}

					function nextIsNum() {

						let c;

						// do permanently eat any delims...

						while ( idx < len ) {

							c = pathStr.charCodeAt( idx );

							if ( c !== COMMA && c !== SPACE ) break;

							idx ++;

						}

						c = pathStr.charCodeAt( idx );
						return ( c === MINUS || ( DIGIT_0 <= c && c <= DIGIT_9 ) );

					}

					let canRepeat;
					activeCmd = pathStr[ 0 ];

					while ( idx <= len ) {

						canRepeat = true;

						switch ( activeCmd ) {

							// moveto commands, become lineto's if repeated
							case 'M':
								x = eatNum();
								y = eatNum();
								path.moveTo( x, y );
								activeCmd = 'L';
								firstX = x;
								firstY = y;
								break;

							case 'm':
								x += eatNum();
								y += eatNum();
								path.moveTo( x, y );
								activeCmd = 'l';
								firstX = x;
								firstY = y;
								break;

							case 'Z':
							case 'z':
								canRepeat = false;
								if ( x !== firstX || y !== firstY ) path.lineTo( firstX, firstY );
								break;

							// - lines!
							case 'L':
							case 'H':
							case 'V':
								nx = ( activeCmd === 'V' ) ? x : eatNum();
								ny = ( activeCmd === 'H' ) ? y : eatNum();
								path.lineTo( nx, ny );
								x = nx;
								y = ny;
								break;

							case 'l':
							case 'h':
							case 'v':
								nx = ( activeCmd === 'v' ) ? x : ( x + eatNum() );
								ny = ( activeCmd === 'h' ) ? y : ( y + eatNum() );
								path.lineTo( nx, ny );
								x = nx;
								y = ny;
								break;

							// - cubic bezier
							case 'C':
								x1 = eatNum(); y1 = eatNum();

							case 'S':
								if ( activeCmd === 'S' ) {

									x1 = 2 * x - x2;
									y1 = 2 * y - y2;

								}

								x2 = eatNum();
								y2 = eatNum();
								nx = eatNum();
								ny = eatNum();
								path.bezierCurveTo( x1, y1, x2, y2, nx, ny );
								x = nx; y = ny;
								break;

							case 'c':
								x1 = x + eatNum();
								y1 = y + eatNum();

							case 's':
								if ( activeCmd === 's' ) {

									x1 = 2 * x - x2;
									y1 = 2 * y - y2;

								}

								x2 = x + eatNum();
								y2 = y + eatNum();
								nx = x + eatNum();
								ny = y + eatNum();
								path.bezierCurveTo( x1, y1, x2, y2, nx, ny );
								x = nx; y = ny;
								break;

							// - quadratic bezier
							case 'Q':
								x1 = eatNum(); y1 = eatNum();

							case 'T':
								if ( activeCmd === 'T' ) {

									x1 = 2 * x - x1;
									y1 = 2 * y - y1;

								}

								nx = eatNum();
								ny = eatNum();
								path.quadraticCurveTo( x1, y1, nx, ny );
								x = nx;
								y = ny;
								break;

							case 'q':
								x1 = x + eatNum();
								y1 = y + eatNum();

							case 't':
								if ( activeCmd === 't' ) {

									x1 = 2 * x - x1;
									y1 = 2 * y - y1;

								}

								nx = x + eatNum();
								ny = y + eatNum();
								path.quadraticCurveTo( x1, y1, nx, ny );
								x = nx; y = ny;
								break;

							// - elliptical arc
							case 'A':
								rx = eatNum();
								ry = eatNum();
								xar = eatNum() * DEGS_TO_RADS;
								laf = eatNum();
								sf = eatNum();
								nx = eatNum();
								ny = eatNum();
								if ( rx !== ry ) console.warn( 'Forcing elliptical arc to be a circular one:', rx, ry );

								// SVG implementation notes does all the math for us! woo!
								// http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes

								// step1, using x1 as x1'

								x1 = Math.cos( xar ) * ( x - nx ) / 2 + Math.sin( xar ) * ( y - ny ) / 2;
								y1 = - Math.sin( xar ) * ( x - nx ) / 2 + Math.cos( xar ) * ( y - ny ) / 2;

								// step 2, using x2 as cx'

								let norm = Math.sqrt( ( rx * rx * ry * ry - rx * rx * y1 * y1 - ry * ry * x1 * x1 ) /
									 ( rx * rx * y1 * y1 + ry * ry * x1 * x1 ) );

								if ( laf === sf ) norm = - norm;

								x2 = norm * rx * y1 / ry;
								y2 = norm * - ry * x1 / rx;

								// step 3

								cx = Math.cos( xar ) * x2 - Math.sin( xar ) * y2 + ( x + nx ) / 2;
								cy = Math.sin( xar ) * x2 + Math.cos( xar ) * y2 + ( y + ny ) / 2;

								const u = new THREE.Vector2( 1, 0 );
								const v = new THREE.Vector2( ( x1 - x2 ) / rx, ( y1 - y2 ) / ry );

								let startAng = Math.acos( u.dot( v ) / u.length() / v.length() );

								if ( ( ( u.x * v.y ) - ( u.y * v.x ) ) < 0 ) startAng = - startAng;

								// we can reuse 'v' from start angle as our 'u' for delta angle
								u.x = ( - x1 - x2 ) / rx;
								u.y = ( - y1 - y2 ) / ry;

								let deltaAng = Math.acos( v.dot( u ) / v.length() / u.length() );

								// This normalization ends up making our curves fail to triangulate...

								if ( ( ( v.x * u.y ) - ( v.y * u.x ) ) < 0 ) deltaAng = - deltaAng;
								if ( ! sf && deltaAng > 0 ) deltaAng -= Math.PI * 2;
								if ( sf && deltaAng < 0 ) deltaAng += Math.PI * 2;

								path.absarc( cx, cy, rx, startAng, startAng + deltaAng, sf );
								x = nx;
								y = ny;
								break;

							default:
								throw new Error( 'Wrong path command: ' + activeCmd );

						}

						// just reissue the command

						if ( canRepeat && nextIsNum() ) continue;

						activeCmd = pathStr[ idx ++ ];

					}

					return path;

				};

			}

			const $d3g = {};
			d3threeD( $d3g );

			/// Part from g0v/twgeojson
			/// Graphic Engine and Geo Data Init Functions

			const addGeoObject = function ( group, svgObject ) {

				const paths = svgObject.paths;
				const depths = svgObject.depths;
				const colors = svgObject.colors;
				const center = svgObject.center;

				for ( let i = 0; i < paths.length; i ++ ) {

					const path = $d3g.transformSVGPath( paths[ i ] );
					const color = new THREE.Color( colors[ i ] );
					const material = new THREE.MeshLambertMaterial( {
						color: color,
						emissive: color
					} );
					const depth = depths[ i ];
					const simpleShapes = path.toShapes( true );

					for ( let j = 0; j < simpleShapes.length; j ++ ) {

						const simpleShape = simpleShapes[ j ];
						const shape3d = new THREE.ExtrudeGeometry( simpleShape, {
							depth: depth,
							bevelEnabled: false
						} );

						const mesh = new THREE.Mesh( shape3d, material );
						mesh.rotation.x = Math.PI;
						mesh.translateZ( - depth - 1 );
						mesh.translateX( - center.x );
						mesh.translateY( - center.y );

						group.add( mesh );

					}

				}

			};

			let renderer, stats, scene, camera;

			init();
			animate();

			//

			function init() {

				const container = document.getElementById( 'container' );

				//

				scene = new THREE.Scene();
				scene.background = new THREE.Color( 0xb0b0b0 );

				//

				camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000 );
				camera.position.set( 0, 0, 200 );

				//

				const group = new THREE.Group();
				scene.add( group );

				//

				const directionalLight = new THREE.DirectionalLight( 0xffffff, 0.6 );
				directionalLight.position.set( 0.75, 0.75, 1.0 ).normalize();
				scene.add( directionalLight );

				const ambientLight = new THREE.AmbientLight( 0xcccccc, 0.2 );
				scene.add( ambientLight );

				//

				const helper = new THREE.GridHelper( 160, 10 );
				helper.rotation.x = Math.PI / 2;
				group.add( helper );

				//

				const obj = initSVGObject();
				addGeoObject( group, obj );

				//

				renderer = that.renderer = new THREE.WebGLRenderer( { canvas:canvas3d,antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				container.appendChild( renderer.domElement );

				//

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 100;
				controls.maxDistance = 1000;

				//

				stats = new Stats();
				container.appendChild( stats.dom );

				//

				window.addEventListener( 'resize', onWindowResize );

			}

			function initSVGObject() {

				const obj = {};

				/// The geo data from Taipei City, Keelung City, Taipei County in SVG form
				obj.paths = [
					/// Taipei City
					'M366.2182,108.9780 L368.0329,110.3682 L367.5922,112.4411 L369.9258,116.0311 L368.9827,117.3543 ' +
					'L371.5686,119.8491 L370.5599,121.7206 L372.9314,124.8009 L368.8889,126.7603 L369.2695,130.7622 ' +
					'L366.1499,130.3388 L363.4698,128.1161 L362.9256,125.6018 L360.8153,126.4025 L360.2968,124.3588 ' +
					'L361.9519,121.1623 L360.4475,118.7162 L358.1163,117.8678 L358.7094,115.7577 L361.6243,112.4576 Z',
					/// Keelung City
					'M380.2689,113.3850 L383.5604,114.2370 L383.7404,114.2386 L385.4082,115.6247 L384.9725,117.4631 ' +
					'L381.6681,117.9439 L383.0209,121.0914 L379.4649,122.7061 L373.4987,118.8487 L372.0980,114.7589 ' +
					'L377.9716,112.0707 Z',
					/// Taipei County
					'M359.4486,155.6690 L357.0422,152.7420 L355.1688,148.0173 L357.1186,145.8045 L354.1323,141.2242 ' +
					'L351.1807,141.6609 L348.9387,140.5372 L349.5415,137.8396 L347.5174,136.1694 L347.6299,129.2327 ' +
					'L351.4192,128.8067 L354.2518,125.3113 L352.5805,121.8038 L349.3190,120.9429 L344.3277,116.7676 ' +
					'L350.9772,115.1221 L354.5759,112.5371 L354.5667,110.6949 L357.4098,105.7489 L362.3963,101.8443 ' +
					'L364.4415,101.0819 L364.5314,101.0828 L364.6209,101.1230 L364.7698,101.2029 L368.1221,101.5115 ' +
					'L371.7216,104.1338 L372.2958,106.7261 L375.5949,109.6971 L377.0415,108.8875 L377.0737,108.6526 ' +
					'L377.4037,108.6165 L376.8840,109.7091 L376.7323,109.9037 L377.9416,112.0705 L371.7970,114.8736 ' +
					'L374.0935,119.4031 L380.7848,122.7963 L382.6529,121.9897 L381.5792,117.8256 L385.0339,117.3069 ' +
					'L385.4082,115.6247 L388.7014,116.3969 L389.8697,116.6024 L390.0206,116.4860 L391.0396,116.6118 ' +
					'L394.6665,116.9929 L394.4694,119.2255 L394.3172,119.4987 L395.3792,121.8977 L395.2728,124.0526 ' +
					'L397.2123,125.6350 L401.1709,126.2516 L401.2612,126.2130 L401.4086,126.6060 L400.1992,127.7733 ' +
					'L399.7769,128.0446 L399.6247,128.3179 L398.1779,129.0521 L394.2418,129.2969 L388.7324,130.9385 ' +
					'L389.2782,134.0003 L383.7237,137.0111 L381.7445,139.9336 L379.7001,139.9546 L376.1539,143.0580 ' +
					'L371.3022,144.1094 L368.6009,146.5914 L368.7361,151.1399 L363.6153,154.4980 ' +
					/// Taipei County hole.
					'M363.4600,128.3904 L366.6300,130.3829 L369.3732,129.3913 L369.5603,125.6695 L374.3989,125.1677 ' +
					'L370.8412,123.6440 L371.0684,118.8252 L369.0431,117.3157 L369.6882,115.7936 L367.8578,112.8749 ' +
					'L368.1217,110.4867 L366.5152,109.2554 L361.9554,112.3435 L358.1163,117.8678 L361.7218,120.2192 ' +
					'L360.7261,126.3232 L362.8064,125.5221 Z' ];

				obj.depths = [ 19, 20, 21 ];
				obj.colors = [ 0xC07000, 0xC08000, 0xC0A000 ];
				obj.center = { x: 365, y: 125 };

				return obj;

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			function animate() {

				requestId = requestAnimationFrame(animate);

				render();
				////stats.update();

			}

			function render() {

				renderer.render( scene, camera );

			}
    }
})